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50 New Ways to Turn Things into Other Things
Transmutations
Requires the use of the Dungeons & Dragons Player’s Handbook , hird Edition, published by
Wizards of the Coast, Inc. his product utilizes updated material from the v.3.5 revision.
Web enhancements and free articles and updates can be found on the Silven Publishing website at
http://www.silven.com.
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Credits
Editor: Christina Eftekhar
Mechanics Editor: Eytan Bernstein
Artwork: Cover art by Joe Slucher, Interior art by Joe Slucher
Art Direction and Layout: Kosala Ubayasekara
50 New Ways to Turn Things
into Other Things
Transmutations
Requires the use of the Dungeons & Dragons Player’s
Handbook , hird Edition, published by Wizards of the
Coast, Inc. his product utilizes updated material from
the v.3.5 revision.
About the Author
Matthew J. Hanson is an aspiring d20 designer and playwright from
Minneapolis Minnesota. He co-authored NPCyclopedia: Psionics, also
from Silven Publishing, has contributed to books from EN Publishing and
Expeditious Retreat Pres, and published the occasional article in Dragon
Magazine. If you would like to learn more about Matthew, please visit his
website at www.matthewjhanson.com.
Web enhancements and free articles and updates can be
found on the Silven Publishing website at http://www.
silven.com.
About the Mechanics Editor
Eytan Bernstein is a game designer from Long Island, New York. While
designing games, he has been teaching English and history in several
countries, including Korea and Canada. He is also an avid musician,
ilm buf, and animal enthusiast. Eytan hopes that gamers will enjoy his
contributions to Silven’s products because he has truly enjoyed writing
them.
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of
the d20 System License version 6.0. A copy of this License can be found at <www.wizards.com/d20>. Dungeons & Dragons ®, D&D ® and Wizards of the
Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission.
50 New Ways to Turn hings into Other hings: Transmutation ©2006 Matthew J. Hanson. All rights reserved. First Publishing Rights in each medium
aforded to Silven Publishing. he contents of this book is copyright as listed in section 15 of the Open Game License at the end of this book. he
mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. 50 New Ways to Turn
hings into Other hings: Transmutation is created under version 1.0a, 6.0, and/or draft versions of the Open Game License, the d20 System Trademark
Logo Guide, and the System Reference Document by permission of Wizards of the Coast.
Designation of Open Game Content: All mechanics and descriptions are to be considered Open Game Content. All notes under each spell are pro-
tected identity.
COPYRIGHT NOTICE his material is protected under international copyright laws. Any reproduction, retransmission, or unauthorized use of the
artwork or non-Open Game Content herein is prohibited without express written permission from the author or publisher, except for purposes of re-
view or use of Open Game Content consistent with the Open Game License. he original purchaser may print or photocopy copies for his or her own
personal use only. his document is a work of iction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Silven Crossroads , Silven Publishing and corresponding logos are copyright ©2002-2006 Kosala Ubayasekara. All Rights Reserved.
50 New Ways to Turn hings into Other hings: Transmutation ©2006 Matthew J. Hanson. All Rights Reserved.
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Rigged Coin
26
Contents
Self-Loading Bolts
26
Skin of the Porcupine
26
Snake Arms
27
Introduction
4
Stone Plague
27
Are Transmutations for Me?
4
Telekinetic Choke
28
Tactics
4
Telekinetic Launch
28
How the Spells are Organized
5
Time Slow
29
Vorpal Strike
29
SpellList
6
Weight of the Ages
30
Sorcerer/Wizard Spells
6
Weighty Armor
30
Assassin Spells
6
OpenGamingLicense
31
Bard Spells
7
Cleric Spells
7
Druid Spells
7
Ranger Spells
7
Spells
8
Animate Tools
8
Awesome Strike
8
Awesome Striker
8
Balance Weapon
9
Brilliant Strike
9
Corrosive Blood
9
Copycat
10
Construct Form
10
Dire Form
11
Divide and Conquer
11
Dragon’s Teeth Warriors
11
Down and Out
13
Dweomer Nova
13
Escape Grapple
13
Expeditious Charge
14
Exploding Critical
14
Fall Up
14
Fearsome Familiar
15
Flatten
15
Flexarmor
16
Free Hand
16
Giant Boulder
17
Giant Lava Ball
17
Gravitational Crush
17
Gruesome Appetite
18
Holding the Viper
18
Ice Body
19
Immobilize
19
Intelligent Item
20
Iounic Transportation
20
Iron Maiden
20
Iron Paper
21
Limbless
21
Many Arms
22
Morning Enhancement
22
Nigh Indestructible
23
Overcompensation
23
Pants
23
Petrify
24
Pit Trap
24
Pit Trap, Improved
25
Redeine the Tools of War
25
A Book for Characters and Players
All the lavor text contained in this book is written in with
the idea that Fifty New Ways to Turn hings into Other hings
is not only available to the players, but also to their characters.
A character can buy this book, prepare the spells from it, and
gain knowledge of the lavor text. he spellbook is written by
Starlanko the Magniicent, a powerful wizard and experienced
salesman who lives in a generic fantasy world. Details for the
cost of Fifty New Ways to Turn hings into Other hings in
your campaign world can be found on another sidebar.
“bufs”). Because transmutation is so versatile and provides such
a staple of the wizard’s repertoire, I think most casters are well
advised to keep up on transmutations.
Since I brought up buing spells, I think I need to mention
a particular kind of spellcaster, the infamous warrior/mage,
sometimes called an eldritch knight, sometimes called another
word that rhymes with “dish.” Of all wizard and sorcerer
variations, casters on this path get the most use out of buing
spells, and they may wish to consider specializing in this school.
Tactics
Each spell herein includes speciic tactics for that spell, but I
thought I should discuss the all-important question: just when
should you cast those attack-improving spells?
he lavor text is also designed to spark campaign ideas for
adventures and NPCs. he names of kingdoms or historical
events can be easily changed to relect your campaign setting.
Introduction
When to Buf?
Sure, we all love making ourselves stronger, faster, and smarter,
but the problem is that if you are casting spells to improve your
own abilities, you can’t cast spells to hurt the enemy, or (if you
are into that sort of thing) attack them with your sword.
Greetings and thank you for purchasing Fifty New Ways to Turn
hings into Other hings: Starlanko the Magniicent’s Book of
Transmutation . I, of course, am Starlanko the Magniicent.
his is the second book in the Fifty New Ways to... series. For
years I sold spells one at a time. I dreamed of compiling a
collection such as this, but since each wizard’s arcane writings
are diferent, such mass production was diicult. Until now.
hanks to a revolutionary spell notation system you can easily
prepare spells directly from this book without transferring it to
your own book. If you enjoyed this volume, you may wish to
pick up a copy of my previous text, Fifty New Ways to Blow Stuf
Up , and keep you eyes peeled for future installments.
his is why, if you can help it, you want to cast buf spells just
before going into combat. Unfortunately you don’t always know
when you are going to be attacked, which is why I recommend
two classes of spell: instant spells and long lasting spells.
Instant spells are a class of spell that, as the name implies, can be
cast in an instant. Almost every spell has the potential for this
using the Quicken Spell feat, but there are a handful of spells
that can be cast instantly, even without requiring the feat (such
as expeditious charge ). he drawback of these spells is that they
typically last a very short amount of time, especially the low-
level instant varieties. hus you want to cast these spells directly
before you plan to take advantage of their beneits.
AreTransmutationsforMe?
Transmutation is probably the most lexible school of magic.
It provides ways to protect you, attack your foe, make you
stronger, and a whole host of basic utilities, such as ly and
the slightly too lexible polymorph . Normally when something
provides a little of everything, there is no area where it
particularly excels. Not so with transmutation. Namely
transmutation contains the most and best spells that enhance
you or your allies’ ofensive capabilities (spells I like to refer to as
he other alternative is to ind spells that have long durations,
lasting at least tens of minutes, preferably lasting hours. his
way you can cast when you think there is a remote chance
you will encounter combat (such as right before you enter
that dark dungeon). At higher levels you can cast these spells
Spellbooks for Sale
Fifty New Ways to Turn hings into Other hings may be available
for purchase in your campaign. he in-game version of Fifty
New Ways to Turn hings into Other hings contains all of the
lavor text in this book as well as the magical notations, all
scribed using the new generic spellbook technique. (See Scribe
Generic Spellbook sidebar).
Volume I (Spell Levels 0-3): 4,450 gp
Volume II (Spell Levels 4-6): 7,400 gp
Volume III (Spell Levels 7-9): 10,000 gp
By Spell Level:
Zero
275 gp
One
660 gp
Two
1320 gp
Several options are listed below for purchasing the spells: buying
them all in one set; in multilevel volumes; or on a level-by-level
basis. In true capitalist’s fashion, the larger the quantity of spells
purchased, the lower the price per spell.
hree
2640 gp
Four
2640 gp
Five
2750 gp
Six
2640 gp
Seven
4620 gp
Complete hree Volume Set
Spell Levels 1-9: 19,575 gp
Plus comes with a free copy of Starlanko the Magniicent’s
Elementary Draconic Primer ! A 500 gp value!
Eight
4400 gp
Nine
1980 gp
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he Silven Trumpeter: Starlanko the Magniicent
If you enjoyed this book, you might want to check out
“he Adventures of Starlanko the Magniicent,” appearing
in the Silven Trumpeter , a quarterly PDF publication from
Silven Publishing. While the Starlanko stories interconnect
and events from one story afect the next, each episode is a
complete tale, allowing you to start reading at any point. he
irst issue of Silven Trumpeter is now on sale!
Changes in Spell Format
his book contains two small variations from the core spell
listings. hey include notations for costly components, and
the use of swift and immediate actions.
Costly Material Components
In the components line at the top of a spell description, spells
utilizing basic components found in a spell components
pouch are marked only with the standard “M,” while those
that have a cost of 1 gp or more are marked with “M C .”
Scribe Generic Spellbook
he Fifty New Ways to... spellbooks available to characters
use a new process for scribing that makes them easy to
understand, eliminating the need to recopy the spell into
their own book.
Swift and Immediate Actions
Swift and immediate actions are special types of actions. hey
take the same amount of time as a free action, but represent
mental efort, and thus you can only perform one swift or
immediate action per turn (casting a quickened spell is an
example of a swift action). Swift actions can be performed
only on your turn, while immediate actions can be performed
at any time.
he Spellcraft check needed to decipher these spellbooks has
a DC of only 10 + the spell’s level. Furthermore, a spellcaster
can prepare spells from these books without having the spell
in her own spellbook, and she only needs to succeed a single
Spellcraft check (DC 15 + the spell’s level). hereafter she
can prepare that spell automatically directly from the Fifty
New Ways ... book.
irst thing every morning and reap the beneits all day. Greater
magic weapon and overland light are probably the best-known
examples of such spells (along with the conjuration mage armor ).
I of course have brought you several more of these spells,
including self-loading bolts and overcompensation .
So, if as established above, you want spells that can either be cast
instantly or that last a long time, what metamagic enhancements
would you like to add? Anybody who said Quicken Spell or
Extend Spell gets ten extra points.
HowtheSpellsareOrganized
he spells in this book are listed in alphabetical order. he verbal
components of the spells are listed in both the Draconic and
Common tongues. Following the actual magical writings of each
spell are mundane writings pertaining to them. I made these
notes regarding two main points. First is a brief description of
the history of the spell, often including how it was created, or
at least how it came into my possession. he second section
gives my advice on how to best utilize the spell, when it is most
efective, and what strategies to employ.
Young, impulsive wizards might be tempted to skip over this
advice and just use the spells as they see it. I would like to
point out to these individuals that I have managed to survive
long enough to cast ninth-level spells.
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